Search found 1522 matches

by Red_Fist
Mon Sep 30, 2019 7:06 pm
Forum: Mapping
Topic: ==[ The 20th Anniversary Mapping Contest - 20AC ]==
Replies: 45
Views: 2047

Re: ==[ The 20th Anniversary Mapping Contest - 20AC ]==

Myth wrote:
Mon Sep 30, 2019 6:36 pm
My plans are to make a "vanilla" CTF map with stock textures, but to also include all the mapping tricks and lighting tricks I've learned over the years.
I never analyzed the looks of those maps, it's just the way it looks in our brains after all this time and I never really looked. :)
by Red_Fist
Sat Sep 28, 2019 12:03 am
Forum: Misc | Off-Topic
Topic: What do you do?
Replies: 8
Views: 270

Re: What do you do?

Audio repair tech-electronics. vintage.
by Red_Fist
Tue Sep 24, 2019 9:54 pm
Forum: Mapping
Topic: UT running twice, gameux, rundll32, it happens testing maps.
Replies: 4
Views: 117

Re: UT running twice, gameux, rundll32, it happens testing maps.

I put this in mapping because it effects mapping-testing. But it is really for Unreal , (and UT) but I read it messes with a lot of other old games. I run a program for modem lights in my taskbar, and every friggen time I ran the map from the editor the lights are communicating with their microsoft ...
by Red_Fist
Tue Sep 24, 2019 5:44 pm
Forum: Mapping
Topic: UT running twice, gameux, rundll32, it happens testing maps.
Replies: 4
Views: 117

UT running twice, gameux, rundll32, it happens testing maps.

(I posted the same thing a oldUnreal.) It happens after some update from windows. This is what I did win7 pro 64bit I ran these in the command prompt with admin rights ___________________________________________ ___________________________________________ regsvr32 -u c:\windows\system32\gameux.dll a...
by Red_Fist
Sun Sep 22, 2019 7:04 pm
Forum: Mapping
Topic: Sleep StayOpenTime on every Mover's KeyNum
Replies: 8
Views: 214

Re: Sleep StayOpenTime on every Mover's KeyNum

I am checking things out, and will have a test map. But what I would do is mess with the section of code that , has the , MV Glide by time. Shove a delay function in that, I am trying several movers, if you use MovebyTime, you can see the built in times you enter shows the speed and not the stopping...
by Red_Fist
Sat Sep 21, 2019 6:31 am
Forum: Mapping
Topic: Sleep StayOpenTime on every Mover's KeyNum
Replies: 8
Views: 214

Re: Sleep StayOpenTime on every Mover's KeyNum

That is why you don't start on key frame zero. seeing as how they strive to get back to frame zero, you need to offset the key frame as if key zero is like key 3 or 4 or 2, so when it does go back to zero, you could send another event to make it hang out on another frame as if it was zero. Fuzzy log...
by Red_Fist
Fri Sep 20, 2019 7:26 am
Forum: Mapping
Topic: Sleep StayOpenTime on every Mover's KeyNum
Replies: 8
Views: 214

Re: Sleep StayOpenTime on every Mover's KeyNum

I think it's the "last" frame for it to "stay open". I do not believe on closing it has a ,stay open time, I think there is a delay setting that each frame pause before it gets moving again, back to frame zero. I would have to test what you are doing, but it seems when they close, there is nothing e...
by Red_Fist
Sat Sep 14, 2019 3:04 am
Forum: Mapping
Topic: MH-KillThemAll[EG] - Too reflective
Replies: 55
Views: 10586

Re: MH-KillThemAll[EG] - Too reflective

You need to install OldSkool and "7 bullets" and play 7 bullets, it's in that. I don't think it's a pawn you can just download.
by Red_Fist
Sat Sep 14, 2019 2:57 am
Forum: Modifications
Topic: KillThemAll [Mod]
Replies: 25
Views: 6259

Re: KillThemAll [Mod]

If you set it to true, you can still stop touching by only having X amount of pawns that come from the factory. (thinking as a mapping problem) even though the touch is still activated. All I can say, not sure what this one does, BUT !,,, why in the hell isn't there a setting for , reset counter, bu...
by Red_Fist
Sat Sep 14, 2019 1:49 am
Forum: Mapping
Topic: MH-KillThemAll[EG] - Too reflective
Replies: 55
Views: 10586

Re: MH-KillThemAll[EG] - Too reflective

7 Bullets

It wasn't red, it's that damned EYE
The recurring Nemesis known as............... The Scarred One

That skaarj

https://unrealsp.fandom.com/wiki/The_Scarred_One
by Red_Fist
Fri Sep 13, 2019 8:26 am
Forum: Mapping
Topic: Loaded UT99 after a long time away and now ... MAPS!
Replies: 13
Views: 523

Re: Loaded UT99 after a long time away and now ... MAPS!

No no no, no. :what: Make the Lava unlit , put small enough radius lights for lava color at the bottom around the walls or pillars so you see the lava lighting up the walls around the edges, make like one or two waterwavey that people see at certain spots a lot of the time. for effect. Then take a f...
by Red_Fist
Sat Sep 07, 2019 7:23 am
Forum: Mapping
Topic: MH-KillThemAll[EG] - Too reflective
Replies: 55
Views: 10586

Re: MH-KillThemAll[EG] - Too reflective

I think like two Red Skaarj or one beserker.
by Red_Fist
Wed Sep 04, 2019 7:01 am
Forum: Mutators
Topic: CTF halftime mutator
Replies: 7
Views: 324

Re: CTF halftime mutator

I dunno, but if one team gets cut off, so be it, tough luck, they will have to see a countdown. Balance or not, everyone can see the time run out.
I don't play CTF, but I do know that I would want to know when the stuff switches around.
by Red_Fist
Mon Sep 02, 2019 6:56 pm
Forum: Misc | Off-Topic
Topic: UnrealSP org is out-gone Jan 2020
Replies: 1
Views: 209

UnrealSP org is out-gone Jan 2020

They banned me anyway, I said back then like 5 years ago that it's going to rot on the vine because of that god admin complex. I wish someone would buy the URL though, so it doesn't turn into some fake scam website. It was a good place for a long time, I must at least credit Hellscrag for that, and ...
by Red_Fist
Mon Sep 02, 2019 3:41 pm
Forum: Report new Downloads
Topic: Full List of ut99.org mappacks contests made to date
Replies: 15
Views: 446

Re: Full List of ut99.org mappacks contests made to date

I don't understand all this "getting permission" stuff :roll: :wth:

Unless it has to do with packing old version maps. :noidea